Clinical Relevance: Headset-based simulator training is increasingly utilised in eye care education, offering opportunities to improve clinical skills in a controlled, reproducible environment. These tools support the development of innovative training approaches in eye care.

Background: While the educational advantages of headset-based simulators are recognised, the potential challenges and limitations that users may encounter remain understudied. This study investigated changes in user comfort and vision functionality following a 40-minute headset-based simulator training of indirect ophthalmoscopy.

Methods: Fifty-four participants aged 20 to 45 years (21 eye care professionals and 33 optometry students, analysed as a single group) underwent a 40-minute training session using the Eyesi binocular indirect ophthalmoscope simulator. User comfort with a custom-designed symptom questionnaire and visual functions using the RAF ruler, von Graefe technique, and prism bars were assessed before and immediately after the headset-based simulator training session.

Results: Following the headset-based simulator training, there was a significant recession of both the near point of convergence ( < .001) and the near point of accommodation ( < .001). Baseline visual functions correlated with changes following headset-based simulator training, specifically near point of accommodation ( = 0.32,  = .02), horizontal near heterophoria ( = -0.37,  = .01), horizontal far heterophoria ( = 0.27,  = .04), blur point in positive fusional reserves ( = -0.61,  < .001), recovery point in negative fusional reserves ( = -0.36,  = .01), and AC/A ratio ( = -0.51,  < .001). Questionnaire results indicated a significant increase in discomfort following the headset-based simulator training ( < .001).

Conclusion: Forty-minute headset-based simulator training can lead to altered vision functionality and pronounced discomfort in some individuals, highlighting the variability in individual responses to training indirect ophthalmoscopy skills in video see-through augmented reality.

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http://dx.doi.org/10.1080/08164622.2025.2473643DOI Listing

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